No sorry I cant. Two reasons. First, I lost the original files in the toolset when I reinstalled it, so I can no longer modify any previous mods without re-creating them from scratch. Second, this is the templar armor. The chest and robe bottom are attached on the model. Cant change just the chest without losing the robe bottom, and thus losing the look I was trying to achieve for my arcane warrior. Sorry mate.
I didnt really notice any fatigue issues. What level is your AW?
Actually, you are wrong. I use a plot based script, there is no checking of the inventory. If the plot flag is set, the mod does nothing. If the plot flag is not set, it gives the player the items and sets the plot flag. There is no reason it should be doing what they described because of my mod. My guess is bugged plot GUID, or corrupted core scripts, or interference with someone elses mod. Here is the script I used (pardon the formatting, it doesnt like pasting in a comment box):
void main() { // If our plot flag is set to TRUE, that means we have already // given the items to the player, there is no need to continue // running this script.
if ( WR_GetPlotFlag( PLT_AA_CUSTOM_PLOT, AA_CHECK_FLAG ) == TRUE ) return;
event ev = GetCurrentEvent(); int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need // appears we will handle it as a special case. We will ignore the rest // of the events
switch ( nEventType ) { // This event happenes every time the module loads // This usually happenes when creating a new game // or loading a savegame case EVENT_TYPE_MODULE_LOAD: { // The UT_AddItemToInventory function adds various resources to a // creature's inventory.
The reason this shows up in your inventory each time is because of the script the author used. The script needs to be rewritten to check the world for the pieces instead of just checking the player's inventory.
PM me if you want a script that will fix that. (requires editing in the toolset)
Nice work though I would say drop the +10 damage of the gloves at the very minimum. I still don't understand why they didn't i9nclude some degree of arcane ability in the ancient elven armor.
I have a problem here. Every time I load my save, the whole set of armor will automatically appear in my inventory again, even I am wearing it, or I sell the extra set, it just keep on appear again. Can anyone fix it? Many thanks.
The file you download from here is NOT a dazip file, it is a normal zip file. You need to unzip the plain zip file to your desktop, it makes a folder. Inside that folder is the dazip file that needs to be dragged onto the daupdater window.
14 comments
is the armour called:arcane colossus?
what was the name of the dazip?
maybe i have your files somewhere?
bye
No sorry I cant. Two reasons. First, I lost the original files in the toolset when I reinstalled it, so I can no longer modify any previous mods without re-creating them from scratch. Second, this is the templar armor. The chest and robe bottom are attached on the model. Cant change just the chest without losing the robe bottom, and thus losing the look I was trying to achieve for my arcane warrior. Sorry mate.
I didnt really notice any fatigue issues. What level is your AW?
Actually, you are wrong. I use a plot based script, there is no checking of the inventory. If the plot flag is set, the mod does nothing. If the plot flag is not set, it gives the player the items and sets the plot flag. There is no reason it should be doing what they described because of my mod. My guess is bugged plot GUID, or corrupted core scripts, or interference with someone elses mod. Here is the script I used (pardon the formatting, it doesnt like pasting in a comment box):
void main()
{
// If our plot flag is set to TRUE, that means we have already
// given the items to the player, there is no need to continue
// running this script.
if ( WR_GetPlotFlag( PLT_AA_CUSTOM_PLOT, AA_CHECK_FLAG ) == TRUE )
return;
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need
// appears we will handle it as a special case. We will ignore the rest
// of the events
switch ( nEventType )
{
// This event happenes every time the module loads
// This usually happenes when creating a new game
// or loading a savegame
case EVENT_TYPE_MODULE_LOAD:
{
// The UT_AddItemToInventory function adds various resources to a
// creature's inventory.
UT_AddItemToInventory(R"aa_arcane_boots.uti", 1);
UT_AddItemToInventory(R"aa_arcane_gloves.uti", 1);
UT_AddItemToInventory(R"aa_arcane_helm.uti", 1);
UT_AddItemToInventory(R"aa_chest_plate.uti", 1);
// Set our plot flag to TRUE, so the next time this script tries
// to run it will not add extra items to the player's inventory
WR_SetPlotFlag( PLT_AA_CUSTOM_PLOT, AA_CHECK_FLAG, TRUE );
// We have dealt with the event we were waiting for.
// At this point we can stop looking for other events
break;
}
default:
break;
}
}
The reason this shows up in your inventory each time is because of the script the author used. The script needs to be rewritten to check the world for the pieces instead of just checking the player's inventory.
PM me if you want a script that will fix that. (requires editing in the toolset)
Thx Reverend80 ">
Every time I load my save,
the whole set of armor will automatically appear in my inventory again,
even I am wearing it, or I sell the extra set,
it just keep on appear again.
Can anyone fix it?
Many thanks.
I've got the same proble here than on the other file !
I'll explain what i did :
-First i open the daupdater.
-Them the window appear. I clik on select DAZIP files.
-Another window appear and i clik on your file Arcarnearmor.
-Now the file is in the daupdater, i clik on it and then install.
The installing start but when it gets to half of it, i get the error thing.
Any idea ?